ROLECALLFeatures
Features

Story Director

Deep dives into every tool on stage

Story Director

Story Director wing — Activity feed showing a turn's worth of events: directive, momentum, tracker updates, arc and seed batch writes

The Story Director is RoleCall's behind-the-scenes story brain. While the Narrator writes the prose you read in chat, the Story Director plans arcs, plants foreshadowing, tracks pacing, and maintains a living world state — and feeds the Narrator filtered hints so it can't accidentally spoil twists or reveal secrets.

Think of it like a tabletop session: the Narrator is the voice telling you what happens, but the Story Director is the game master pulling strings behind the screen. The Story Director also owns the Storyboards (your chat's story-state dashboard) and the Tracker modules (the wing panels showing live game state).

The Storyboards have their own panel and the Trackers have their own wings. This doc covers the agent that drives them. For the panels themselves, see Storyboards and Trackers.


How Story Director Fits Into a Chat

Every turn, Story Director runs in parallel with the Narrator. It loads its accumulated state, looks at what just happened, plans the next beat, updates trackers, and emits two outputs:

  • A Narrator Directive — filtered hints about mood, pacing, who appears, what to avoid. Injected into the Narrator's prompt.
  • Tracker updates — game state changes pushed to your wing panels in real time.

Everything else — full story plans, hidden NPC motives, off-screen events, foreshadowing payoffs — stays internal to the Director. The Narrator never sees them, which is why it can't ruin the surprise.

DM Assistant Toggle

In QuickPlay or Stage Settings, the DM Assistant switch turns Story Director on or off for the chat. The toggle has three states:

ModeEffect
OffNarrator runs alone, no directives, trackers don't auto-update
TV-onlyLegacy compatibility — read-only TunnelVision state lives in tvConfig. Treated as off for new chats
FullFull pipeline — directive injection, tracker updates, Storyboard reads, the Story Director wing panel becomes available

Story Director and the Compendium (lorebook retrieval) are independent. Run either one, both, or neither. When both are on, they run in parallel so there's no added latency.

Where Story Director Lives

SurfacePurpose
DM Assistant toggle (QuickPlay / Stage Settings)Master on/off for the whole system
Story Director wing panelView arcs, chapters, pacing, DM notes, debug state
Storyboards wing panelThe 5-tab dashboard (Quest Board, Cast, Calendar, Map, Renown) — see Storyboards
Tracker wing panelsOne panel per enabled module — see Trackers
Tracker bottom toolbarMinimized tracker icons that pop the panels back open
Author Note panelPairs with Story Director — note text is included in the Narrator's prompt

Turning On the Story Director

From QuickPlay

Open QuickPlay on any chat. The DM Assistant row toggles it. When on, you'll see:

  • DM Personality — pick from 10 personalities (see DM Personalities below)
  • Story Director Model — choose which model runs the Director (separate from the Narrator's chat model; BYOK providers supported)
  • Storyboards section — toggles for the 5 first-class Storyboard modules (Quest Board → Quests, Cast → Relationships, Calendar, Map, Renown → Gossip)
  • Legacy Trackers section — toggles for the remaining tracker modules
  • Runtime controls — Default AI Awareness (turns between auto-updates), Max Tool Rounds, DM Temperature, Auto-retry invalid tool responses

From Stage Settings

The Stage Settings → Immersion Modules wing panel is the full configuration surface. Same toggles, plus:

  • Smart Init — when on, the Director seeds your trackers on the first message instead of running a separate initialization call (saves a meaningful chunk of tokens)
  • Per-module sub-feature toggles appear under each tracker that supports them (Relationships, Knowledge, Gossip, Calendar, Spellbook, Biological Cycles, Creature Codex)

En Masque (Chronicle) Mode

When you're playing in En Masque mode, the Story Director is always on. It's integral to the Chronicle experience — deeper world-building, more dramatic story management, group-scoped persistence.


Story Director Personalities

Each personality changes how the Director plans, paces, and hints to the Narrator. All ten use the same advanced framework — chain-of-thought planning, improvisation rules, directive safety, backup strategies — so the difference is style, not capability.

TitleCharacterTaglineBest For
The WeaverMeridian"The world breathes. Your choices matter. Let's see what emerges."Emergent, player-driven stories with a living-world feel
The ArchitectCassian"Build the investment. Earn the devastation. Let the moments breathe."Character-driven plots with layered mysteries and long payoffs
The OracleVesper"Knowledge is currency. Revelation is art. Timing is everything."Mystery, dramatic irony, destiny-driven stories
The RomanticRosalind"Love is built in quiet moments, not grand gestures."Emotional depth, chemistry, slow-burn intimacy
The Thrill-SeekerMagnus"Fortune favors the bold. The stakes are always rising."Fast pace, high stakes, action sequences
The ShadowMorrigan"The oldest stories are the ones that make you check over your shoulder."Dread, horror, atmospheric tension
The JesterFelix"Life's a stage, and we're all ridiculous. Might as well laugh."Absurdist humor, witty subversion, comedic timing
The EnigmaCassandra"The truth hides in plain sight. Question everything."Unreliable narration, paranoia, puzzles
The ChroniclerAldric"History breathes. Legends walk. Your story joins the eternal chronicle."Epic, mythic-scale stories with weighty consequences
The BalancedSage"The story speaks. I listen. Together we find the way."Default starting personality — listens carefully and adapts

Personality Profiles

What the planner is actually wired for under the hood. Pick the one whose creative philosophy matches the kind of story you want to tell.

The Weaver — Meridian. A collaborative storyteller who believes the best stories emerge from the interplay between player choices and a living, breathing world. Meridian doesn't railroad — she weaves player actions into a larger tapestry, making them feel like their choices truly matter. Heavy on emergent moments and world-reactivity.

The Architect — Cassian. A master of emotional architecture who understands that the highest highs are earned through the lowest lows, and quiet moments give loud ones meaning. Cassian builds stories like a novelist — layering investment, planting seeds, then delivering payoffs that make players feel deeply. Long-horizon thinker; sits on setups for a while before cashing them in.

The Oracle — Vesper. A master of secrets and dramatic irony who excels at hiding information and revealing it at the perfect moment. Vesper runs multiple parallel storylines — some visible, some invisible — and knows exactly when to pull back the curtain for maximum impact. Heavy use of the invisible-arcs and shadow-world systems.

The Romantic — Rosalind. A warm, empathetic storyteller who believes that the heart of every great story is the connections between characters. Rosalind excels at building slow-burn chemistry, creating moments of vulnerability, and making relationships feel earned rather than forced. Strong relationship-state tracking; gentle hand on pacing.

The Thrill-Seeker — Magnus. An adrenaline-fueled narrator who lives for heart-pounding action, impossible odds, and triumphant victories. Magnus believes that stories should make you hold your breath, that danger should feel real, and that every win should be earned through sweat and blood. High momentum, short-horizon arcs, frequent stakes escalation.

The Shadow — Morrigan. A master of dread who understands that true horror isn't what jumps out at you — it's what lurks in the corner of your eye, the wrongness you can't quite place, the certainty that something is deeply, fundamentally not right. Morrigan builds fear like a slow-growing fungus, until it's everywhere. Atmosphere over jump-scares; weighted to the shadow-world and invisible-arc planners.

The Jester — Felix. A playful trickster who understands that comedy isn't just jokes — it's truth wrapped in levity, it's relief after tension, it's the absurdity of existence made bearable. Felix knows that the best humor comes from character, not gags, and that laughter hits hardest when it follows genuine emotion. Loose improvisation; willing to chase a player's bit.

The Enigma — Cassandra. A mysterious weaver of secrets and shadows who creates layered mysteries within mysteries. Cassandra believes that the best revelations are the ones players piece together themselves, and that every truth should cast new shadows. Heavy on contradictory clues and unreliable detail; reveals rarely close the loop cleanly.

The Chronicler — Aldric. A scholarly narrator who treats every story as part of a vast, living tapestry of history and legend. Aldric believes that worlds with deep roots create the most meaningful stories, where even small moments echo through ages. Heavy worldbuilding accretion; long memory of prior arcs.

The Balanced — Sage. A versatile narrator who reads the story's needs and adapts fluidly. Sage believes the best Story Director is one who serves the story, not their own preferences — sometimes that means comedy, sometimes tragedy, sometimes action, sometimes stillness. Recommended starting personality; weighted toward whichever planner the current scene seems to want.


Each personality exposes three philosophy tags shown in the picker:

TagWhat it controls
Improvisation (fluid / structured / responsive)How readily the Director abandons its plan when you go off-script
Player agency (collaborative / guided / authored)How much the Director suggests versus directs
Information control (transparent / moderate / tight)How freely the Director drops clues and answers questions

Switching personality mid-chat is fine. The Director carries over its accumulated state — arcs, seeds, memories — but starts planning with the new personality's rules on the next turn.


Creativity Level

A second dial layered on top of personality. Controls how aggressively the Director intervenes.

LevelEffect
SubtleMinimal intervention — gentle mood and pacing nudges only
ModerateBalanced — arc management, seed planting, light scene direction
DramaticFull orchestration — shadow world, parallel timelines, aggressive foreshadowing

Start with Moderate. Lower to Subtle if the Director feels too pushy. Raise to Dramatic when you want a tight, plotty story with bigger swings.


Storyboards and Trackers — Brief Overview

The Story Director writes into two kinds of user-facing surfaces: Storyboards (a dashboard) and Trackers (per-module wing panels). Both are covered in detail in their own docs.

The Five Storyboards

Storyboards are the chat's story-state dashboard. All five live in one wing panel, switched between tabs.

StoryboardWhat it surfaces
Quest BoardActive plots, blockers, deadlines, dependency chains, promote-to-canon
CastCharacter case files, relationship web, drift detection, memories
CalendarIn-story date, events, celestial state, moon phases
MapLocations, regions, travel routes, scene context, hierarchical zoom
RenownPublic standing, heat, favors, influence network, predicted reactions

For full panel breakdowns, field reference, and patterns, see Storyboards.

The 17 Trackers

Trackers are wing panels that show live game state. Each one has its own toggle, its own panel, and its own AI directive pipeline.

TrackerTracks
CombatEncounters, enemies, HP, turn order, dice rolls
Player StatsHP, MP, AP, shield, XP, level, currency, survival needs
NPC RelationshipsAffinity, trust, emotions, memories, dynamics, scene presence
MapLocations, regions, travel state, danger, discoveries
Quest JournalActive and completed quests, objectives, deadlines, rewards
InventoryItems, equipment slots, currency, loot
CorruptionDegradation metrics for darker themes
Parallel EventsThings happening simultaneously elsewhere
BondsMagical or supernatural connections between characters
KnowledgeWhat the player knows vs believes vs suspects vs has wrong
CalendarIn-story date, time, seasons, events, celestial state
Biological CyclesHeat, rut, pregnancy, ovulation, lunar transformations
SpellbookLearned spells, abilities, cooldowns, cast history
GossipRumors, reputation scores, organizations, social clusters
Memory JournalWhat NPCs remember about the player
Creature CodexSpecies bestiary plus individual creature instances
Party ManagementAdventuring party — members, formation, tactics, shared loot

Five trackers (Quest Journal, Relationships, Map, Calendar, Gossip) share state with the five Storyboards. The other 12 are tracker-only.

For full per-module reference, sub-features, AI directives, and "when not to enable" patterns, see Trackers.


How Tracker Updates Reach Your Screen

Each turn, the Director plans the next beat and emits a set of typed update commands — start combat, update relationship, discover location, advance time, plant seed, and so on. The platform parses these commands, applies them to the matching tracker store, persists the resulting snapshot, and re-renders the wing panel. By the time the Narrator's prose finishes streaming in, your trackers are already up to date.

This whole pipeline runs in a single tool round. Some models can update many trackers in one round; smaller models manage fewer. See Choosing a Story Director Model below.

Token Budget and Tool Rounds

Each Director turn has a finite tool-call budget — typically 3–5 rounds. Each tracker update costs at least one round. If you enable many modules all set to frequency 1, the model may exhaust its budget before updating every due tracker.

Skipped trackers aren't lost — they're picked up on the next eligible turn. But for cleaner pacing:

  • Set your highest-priority trackers (Cast, Quest Board) to 1
  • Set moderately important trackers (Calendar, Map, Gossip) to 25
  • Set rarely-changing trackers (Creature Codex, Spellbook) to 0 (manual)

If trackers stop updating consistently, reduce frequency-1 modules or switch to a stronger Director model.


Auto-Initialize, Auto-Update, Swipe Resync

Three different flows keep your trackers in sync.

Auto-Initialize (first message)

When you enable a tracker for the first time on an existing chat — say you're 20 messages in and suddenly turn on Quest Journal — the platform analyzes your chat history and asks the AI to seed the tracker with story-appropriate state.

With Smart Init on (the default when DM Assistant is enabled), the Story Director handles this seeding through its normal tool calls on your next message — no separate API call, much cheaper.

With Smart Init off (or DM disabled), a dedicated initialization request runs once per newly-enabled module.

You can also trigger this manually per panel: click the refresh icon in the wing panel header and it re-syncs that tracker from your chat history.

Auto-Update (every turn)

When the Director is on, each turn includes tracker updates. The Director:

  1. Looks at the latest message exchange.
  2. Decides which trackers are due (based on each module's update frequency).
  3. Emits typed update commands.
  4. Your wing panels update before the Narrator's prose finishes streaming.

If a tracker is not due that turn (e.g. you set Calendar to every 5), it gets skipped — no wasted tokens.

Swipe Resync

When you swipe to a different version of an AI message, your trackers may now reflect the previous swipe's events. The platform notices, and quietly re-syncs trackers in the background:

  • It collects your enabled modules
  • Builds the message history up through the chosen swipe
  • Asks the AI to recompute what tracker state should look like at that point in the conversation
  • Applies the result

You'll see a "Trackers re-synced to this swipe" toast. The originating model and provider used for the resync match your active chat model (BYOK respected).


The Story Director Wing Panel

Open the Story Director wing panel to inspect what the Director is thinking. Five tabs:

TabWhat it shows
Story (Overview)Current chapter, mood, suggested next-step actions, recent DM notes
ArcsActive and completed arcs, planted seeds, arc relationships
AnalysisTurn-by-turn analysis log, pacing state, story-health gauges
ActivityDM Activity feed — turns, tool calls, planning events. Can be popped out to its own window.
DebugShadow world state, raw context dump (for debugging)

You can navigate previous turns with the chevron buttons in the panel header — see what the Director was thinking 10 turns ago. The Reset DM context button (the rotate icon) wipes the accumulated story state and re-evaluates everything from chat history.

Chapters

Major narrative units the Director maintains automatically. Each chapter tracks:

  • Status — plannedactiveconcludingcomplete
  • Title, premise, major goal, emotional journey, themes
  • Turn range — min / target / max estimates plus turns elapsed
  • Created-at-turn marker

You don't manage chapters by hand. The Director decides when to transition based on pacing analysis.

Story Arcs

Medium-term plot threads weaving through chapters.

FieldDescription
Typemain, side, character, world, mystery
Horizonimmediate (1–5 turns), short (5–20), medium (20–50), long (50–100), epic (100+)
Scopeworld (shared, visible to other systems) or player (personal, private)
Statusseedingbuildingclimaxresolutioncomplete

Tap an arc to expand its details. The Resolve button on an arc closes it out — useful when the Director thinks an arc is still active but you know it concluded.

Planted Seeds (Foreshadowing)

Hints the Director drops early that pay off later. Each seed tracks when it was planted, when it was reinforced, what the eventual payoff is (kept secret from the Narrator), which arc it connects to, and whether it's been paid off.

Story Beats

Specific moments the Director wants to hit — a dramatic reveal, an emotional confrontation, a surprise encounter. Each beat has a When scheduling tag (next, soon, eventually, when_ready), prerequisite conditions, and a flexibility setting that controls how rigidly it should play out.

DM Notes

Five kinds of internal notes the Director keeps for itself:

TypePurposeExample
observationPatterns noticed in player behavior"Player avoids combat, prefers diplomacy"
planUpcoming story intentions"Introduce the rival when player returns to the capital"
reminderTriggered notes for future conditions"When player meets the blacksmith, hint about the cursed blade"
theoryHypotheses about player intent"Player seems to be building trust with Kira for a betrayal arc"
callback_opportunityReferences to revisit"Player promised the innkeeper they'd return — use this"

Notes are scoped world (sharable with other systems) or player (private to this chat).


Shadow World

The Shadow World system creates the feeling of a living world by tracking things happening off-screen that the player doesn't know about yet. This data is never leaked to the Narrator — it's purely for the Director's planning.

Invisible Arcs

Plot threads the player hasn't discovered. These progress silently in the background through their own status flow: seedingbuildingapproaching_playervisibleresolved.

Hidden Events

Off-screen events occurring simultaneously with the player's story — a cult meeting in the catacombs while you explore the market, a guild vote determining trade routes. Transition through hiddenpartially_revealedfully_revealed as the player discovers clues.

NPC Off-Screen Actions

What NPCs do when the player can't see them — pursuing goals, making progress on agendas, forming alliances. The Director keeps these so NPCs feel like they have independent lives.

Parallel Timelines

Major world events progressing elsewhere — wars, expeditions, political shifts. Each has named stages with turn numbers and significance, a reveal strategy (gradual / sudden / player_discovery / never), and a planned convergence point.


Core Memory System

Beyond regular DM notes, the Director maintains core memories — facts that are never pruned and persist for the entire story.

Each core memory has:

FieldValues
Categorycharacter / world / plot / relationship / revelation / promise / consequence
Scopeworld (shared) or player (private)
Importancecritical / major / significant
isSecretDirector knows, Narrator doesn't
hasBeenUsedWhether this fact has driven a story moment yet

Examples:

  • The player's true identity (revelation, critical, secret)
  • The king promised safe passage (promise, major)
  • Player killed the merchant — townsfolk will remember (consequence, significant)

Pacing Engine

The Director tracks narrative rhythm and steers the Narrator to prevent monotonous pacing.

Mood States

The current story mood cycles through: calmbuildingtenseactionclimaxaftermathreflectiveintimate.

Pacing Flags

The engine raises flags that bias the Narrator's directive:

  • needsQuietMoment — too much action (8+ turns since last calm beat)
  • needsTension — too quiet (12+ turns since last action)
  • readyForClimax — tension has built for 4+ turns, payoff is due
  • needsBreather — just had a climax, let the dust settle

These translate into the Narrator getting a mood: calm or pacing: build_slowly directive on the next turn.


Narrator Directives

The filtered output the Narrator actually sees each turn. Looks roughly like this in the prompt:

<STORY_DIRECTOR>
Mood: tense
Pacing: Take your time. Let moments breathe.

Scene Guidance:
  Setting: The dimly lit throne room
  Atmosphere: Heavy with unspoken tension
  Tension: high (7/10)

Include in this response:
  Characters: Midas, the court advisors
  Themes: power dynamics, hidden loyalty
  Details: a servant's nervous glance at the door

Avoid in this response:
  Topics: the war in the north
  Keep offscreen: Icarus

Ending: End with an unexpected sound from the corridor
</STORY_DIRECTOR>

Directive Safety

The Director never puts these into a directive:

  • Character secrets or hidden motivations
  • Upcoming plot twists or their timing
  • Why the Director is suggesting something
  • Connections between planted seeds
  • NPC true identities before reveal
  • Answers to active mysteries

The Director may put these into a directive:

  • Atmosphere and mood suggestions
  • NPC emotional states (without why)
  • Themes to explore
  • Which characters should appear or stay offscreen
  • General pacing guidance
  • Foreshadowing elements without their meaning

That asymmetry is the core trick: the Narrator gets enough to write a good scene, but not enough to spoil the long game.


Author Note + Story Director

The Author Note panel pairs naturally with the Story Director. Your Author Note is inserted into every Narrator prompt regardless of what the Director is doing.

Author Note settingEffect
Position: After ScenarioInjected near the top of context, after the character card. Good for standing instructions: "Always write in third person past tense."
Position: In ChatInjected at the chosen depth in the message history. Good for "right before the AI replies" reminders.
DepthWhen position is In Chat — 0 is right before the AI's reply, higher numbers go further back
Frequency1 = every turn, 4 = every 4th, 0 = never

The Author Note text supports {{char}}, {{user}}, and other macros.

Common patterns:

  • Inject style guardrails ("Stay in present tense", "Match the character's archaic register") as After-Scenario, every turn
  • Inject session-specific context ("We're in chapter 2 — the player has just lost their mentor") as In-Chat at depth 0, every turn
  • Inject a periodic reminder ("Remember: NPCs in this region speak with a Welsh-inflected accent") every 4 turns to refresh it cheaply

When the Director and the Author Note disagree — say the Director wants a quiet beat but your Author Note says "Stay tense" — the Narrator gets both, and tends to prioritize the Author Note because it's text the user wrote.


Per-Character Immersion (Group Chats)

In a group chat, each character has its own immersion snapshot. That means:

  • The Cast tracker for Character A reflects A's relationships with everyone else; Character B has a separate Cast view reflecting B's perspective.
  • Combat, Resources, Inventory, Spellbook are scoped to whoever is "you" right now — the persona currently driving the chat sees their own loadout.
  • Map, Calendar, Quest Journal, Renown, Gossip are shared across the whole group (one canonical world state).

Switching active character in a group swaps the per-character trackers in and out. The Director's dm_context itself is group-level — one story brain for the whole party — but the trackers it updates split between shared and per-character lanes.

For the full split, see Trackers.


Choosing a Story Director Model

The Director relies on tool call rounds to update trackers. Each round lets it call one or more update functions. Models differ significantly in how many rounds they support per turn.

Models that work well (3+ tool call rounds per turn):

  • GLM 4.7
  • Claude Sonnet (4 / 4.5 / 4.6 / 4.7)
  • Gemini Flash / Pro

These can update several trackers in a single turn comfortably.

Models to avoid for Director duty: smaller local models or older models that only support a single tool-call round. With these, the Director typically updates only 1–2 trackers per turn, so most modules lag behind.

Cheap, reliable option: Gemini Flash. Fast, tool-call compliant, low cost. Spend your premium budget on the Narrator (whose prose you actually read) rather than the Director.

NemoAI + AI Visuals: When using RoleCall's in-house NemoAI models with "AI Visuals" enabled, the Director can emit image-generation directives that produce inline scene illustrations alongside the Narrator's prose. This is a RoleCall-exclusive combination not available with third-party providers.

The Director honors BYOK for external providers — pick any OpenAI-compatible model you have keys for.

Director Runtime Controls

The QuickPlay panel exposes per-chat tuning:

ControlWhat it does
Default AI AwarenessChat-level default for how often trackers auto-update (turns). Per-tracker overrides take precedence.
Max Tool RoundsHow many tool-call rounds the Director gets per turn before being forced to finalize. Default 4. Range 1–20.
DM TemperatureInference temperature for the Director. Default 0.7. Range 0–2.
Auto-retry invalid tool responsesWhen on, the Director gets one retry if it emits a malformed tool call (instead of dropping the update)

Troubleshooting

ProblemLikely CauseFix
Trackers stopped updatingModel ran out of tool call roundsReduce the number of frequency-1 modules, or switch to a model with better tool call support
Director only updates 1–2 trackers per turnModel supports only 1 tool call roundUse GLM 4.7, Claude Sonnet, or Gemini
Chapter or arc never advancesModel not following story-structure prompts wellTry a different DM personality, or raise creativity level to Dramatic
Narrator ignores the directiveNarrator is not deferring to the directive, or the directive is too subtleTry the Architect or Oracle personality for more assertive directives
Storyboard tab is missingThe matching tracker module is disabledToggle it on in Stage Settings (Quest Board ↔ Quests, Cast ↔ Relationships, Renown ↔ Gossip)
Trackers don't seed on first messageSmart Init is off and the legacy init request also failedClick the refresh icon on each tracker panel to manually re-seed from chat history
Stale tracker state after swipingSwipe resync didn't runClick the refresh button on each tracker, or send a new message — the Director re-evaluates on every turn
Author Note not appearing in promptsFrequency set to 0, or depth set beyond chat lengthSet frequency to 1, lower the depth, or switch position to After Scenario
DM context feels staleAccumulated state diverged from current chatOpen the Story Director panel and click the rotate icon to reset and re-evaluate from history

When NOT to Use Story Director

The Director adds real value — but it also adds cost (a second model call every turn) and chrome (wing panels, Storyboards, trackers). Skip it when:

  • You're writing a tight, short-form scene that doesn't need accumulating state
  • You're using a model with weak tool-call support and the Director would just emit malformed updates
  • You want absolute control over what the Narrator does and don't want it deferring to a directive
  • You're testing a character card and want a clean signal of how the card alone performs
  • You're running on a tight token budget and the second model call is the budget breaker

You can always turn it on partway through a chat — it'll seed its initial state from the existing chat history.


  • Storyboards — the 5-tab dashboard the Story Director writes into
  • Trackers — the 16 wing panels the Story Director updates each turn
  • Compendium — lorebook retrieval that runs in parallel with Story Director
  • Group Chats — per-character vs shared trackers in multi-character chats
  • Compendium — where promoted Storyboard entries live as permanent canon